I see two sections with '...' in your code above. I know the gib code should be copied in to one of those sections, but what is the other section for? I am just not sure what to replace the ... with. Maybe a quick note for me as to what goes there would be great. Thanks.

Dang it, I'm such a noob. I just don't understand where the "Simulated Event Actor" portion begins, and the rest of the code goes (trying to figure out how to structure the <everything besides gibs> portion). I just spent 15 minutes trying to paste that code in different parts, and the compiler had errors each time. Here is all the SpawnNotify code below. If you could just add the new code to this code, it would help me so much. We are nearing the end now, and believe me when I say you will get a huge thanks in the credits of the readme file when this is released!

yrex wrote:If more than 64 gibs get spawned during one frame (not related to total number of gibs). This won't happen often though.

Yeah, I'm not sure that would ever happen unless a Redeemer blows up in a room full of 100+ scripted pawns. I just now walked around my test map with my custom "super Minigun" that gibs monsters instantly, and all the gibs appeared just fine with no lag. So, good work on that code!

Ahaigh already created a nice skin for the Dispersion Pistol a long time ago, but I did some tweaks to it. There were just a few bits I felt could be improved.

New:

Original:

Ahaigh's unmodified version:

And finally, I've been keeping this a surprise. I completed all the ammo as well as the Super Health, Shield Belt, and Invisibility. The only incomplete items now are the Armor, Suits, and smaller power-ups such as the force field, search light, translator, and Scuba Gear. I really don't have plans to do these items at this time, because I am kind of burned out after all this skinning. I have completed what I wanted to complete, and will now gear up for a release. If anyone is good at skinning armor and wants to help with these last few remaining items, please let me know and I can include them (or with a future update).

I do indeed notice the difference with the lighting on that mesh. I always felt the original mesh had harsh shadows that made the barrel appear octagon shape rather than round. I will include the mesh with the mutator, thanks.

I went ahead and created an HD Armor skin based on a 256x256 beta skin Leo uploaded (the Unreal armor skin is 128x128). I added some rust, which the beta version was lacking (to make it faithful to the original). Also, the beta version had shadows that were too harsh. I kind of mixed and matched both versions:

Argh, the Scuba Gear was so hard to interpret. The skin is so incredibly blurry that I had to guess every little detail, including what the material is even made of. In the end, I assumed the tank was metal, seeing as how there appears to be a glossy shine, as well as deep scratches that would only appear in metal. However, I could be wrong... Anyway, here is the result:

I am completely done, at least for now. The only incomplete inventory items now are the voice box and dampener, and I don't plan to do these two. As for the Asbestos suit, I merely did a few touch-ups and applied a detail texture (which surprisingly doesn't look all that bad). I did not give it much attention, since it only appears once in RTNP I think. The Robot decoration (Jrobot1) as well as the RTNP Spaceships are not done, nor do I have any plans to do them. If anyone wants to tackle these skins, I will certainly include them in the pack!